首页 > 最新文献

Proceedings of the 32nd Australian Conference on Human-Computer Interaction最新文献

英文 中文
Empowering Caregivers of People Living with Dementia to Use Music Therapeutically at Home: Design Opportunities 授权痴呆症患者的照顾者在家中使用音乐治疗:设计机会
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441082
Romina Carrasco, F. Baker, A. Bukowska, I. Clark, Libby M. Flynn, Kate McMahon, H. Odell-Miller, Karette Stensaeth, J. Tamplin, T. Sousa, Jenny Waycott, T. Wosch
Human-computer interaction researchers have explored how to design technologies to support people with dementia (PwD) and their caregivers, but limited attention has been given to how to facilitate music therapy in dementia care. The use of music to help manage the symptoms of dementia is often guided by a music therapist who adapts the intervention to respond to the changing needs of the person living with dementia. However, as the incidence of dementia increases worldwide, individualised therapy programs are less feasible, making it valuable to consider technology-based approaches. In this paper, we analyze data from case studies of home-based music therapy training interventions with two families. The findings show that embodied interactions supported the therapist in responding to the needs of the PwD and built an empathic environment that empowered the caregivers’ learning. We discuss opportunities and challenges for designing technologies that support family caregivers’ therapy-informed music use in dementia care.
人机交互研究人员已经探索了如何设计技术来支持痴呆症患者(PwD)及其护理人员,但如何促进痴呆症护理中的音乐治疗的关注有限。使用音乐来帮助控制痴呆症的症状通常由音乐治疗师指导,音乐治疗师根据痴呆症患者不断变化的需求调整干预措施。然而,随着世界范围内痴呆症发病率的增加,个体化治疗方案越来越不可行,这使得考虑基于技术的方法变得很有价值。本研究以两个家庭为个案,分析以家庭为基础的音乐治疗训练干预的数据。研究结果表明,具身互动支持治疗师对残疾人的需求做出反应,并建立了一个共情环境,增强了照顾者的学习能力。我们讨论了设计技术的机遇和挑战,这些技术支持家庭护理人员在痴呆症护理中使用治疗信息音乐。
{"title":"Empowering Caregivers of People Living with Dementia to Use Music Therapeutically at Home: Design Opportunities","authors":"Romina Carrasco, F. Baker, A. Bukowska, I. Clark, Libby M. Flynn, Kate McMahon, H. Odell-Miller, Karette Stensaeth, J. Tamplin, T. Sousa, Jenny Waycott, T. Wosch","doi":"10.1145/3441000.3441082","DOIUrl":"https://doi.org/10.1145/3441000.3441082","url":null,"abstract":"Human-computer interaction researchers have explored how to design technologies to support people with dementia (PwD) and their caregivers, but limited attention has been given to how to facilitate music therapy in dementia care. The use of music to help manage the symptoms of dementia is often guided by a music therapist who adapts the intervention to respond to the changing needs of the person living with dementia. However, as the incidence of dementia increases worldwide, individualised therapy programs are less feasible, making it valuable to consider technology-based approaches. In this paper, we analyze data from case studies of home-based music therapy training interventions with two families. The findings show that embodied interactions supported the therapist in responding to the needs of the PwD and built an empathic environment that empowered the caregivers’ learning. We discuss opportunities and challenges for designing technologies that support family caregivers’ therapy-informed music use in dementia care.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"121029347","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 6
User Behaviour Analysis of Mixed Reality Remote Collaboration with a Hybrid View Interface 基于混合视图界面的混合现实远程协作用户行为分析
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441038
Lei Gao, Huidong Bai, M. Billinghurst, R. Lindeman
In this paper, we present a Mixed Reality (MR) remote collaboration system that enables hybrid view sharing from the local worker to the remote expert for real-time remote guidance. The local worker can share either a 2D first-person view, a 360° live view with a fixed viewpoint, or a 3D free view within a point-cloud reconstruction of the local environment. The remote expert can access these views and freely switch between them in Virtual Reality (VR) for better awareness of the local worker’s surroundings. We investigate the remote experts’ behaviours while using the hybrid view interface during typical pick-and-place remote guiding tasks. We found that the remote experts prefer to learn the local physical layout and search for the targets with a global perspective from the 3D free view. The results also showed that the experts chose to use the 360° live view with independent view control rather than the 2D first-person view with high-resolution to control the task procedures and check the local worker’s actions. Our study informs the viewpoint interface design for a MR remote collaboration system in various guiding scenarios.
在本文中,我们提出了一个混合现实(MR)远程协作系统,该系统可以实现从本地工作人员到远程专家的混合视图共享,以实现实时远程指导。本地工作人员可以共享2D第一人称视图、固定视点的360°实时视图,或者在本地环境的点云重建中共享3D自由视图。远程专家可以访问这些视图,并在虚拟现实(VR)中自由切换,以便更好地了解当地工人的周围环境。我们研究了在典型的远程引导任务中使用混合视图界面时远程专家的行为。我们发现,远程专家更倾向于学习局部物理布局,并从3D自由视图中以全局视角搜索目标。结果还表明,专家们选择使用具有独立视图控制的360°实时视图,而不是具有高分辨率的2D第一人称视图来控制任务程序并检查当地工人的行动。我们的研究为磁共振远程协作系统在不同指导场景下的视点接口设计提供了依据。
{"title":"User Behaviour Analysis of Mixed Reality Remote Collaboration with a Hybrid View Interface","authors":"Lei Gao, Huidong Bai, M. Billinghurst, R. Lindeman","doi":"10.1145/3441000.3441038","DOIUrl":"https://doi.org/10.1145/3441000.3441038","url":null,"abstract":"In this paper, we present a Mixed Reality (MR) remote collaboration system that enables hybrid view sharing from the local worker to the remote expert for real-time remote guidance. The local worker can share either a 2D first-person view, a 360° live view with a fixed viewpoint, or a 3D free view within a point-cloud reconstruction of the local environment. The remote expert can access these views and freely switch between them in Virtual Reality (VR) for better awareness of the local worker’s surroundings. We investigate the remote experts’ behaviours while using the hybrid view interface during typical pick-and-place remote guiding tasks. We found that the remote experts prefer to learn the local physical layout and search for the targets with a global perspective from the 3D free view. The results also showed that the experts chose to use the 360° live view with independent view control rather than the 2D first-person view with high-resolution to control the task procedures and check the local worker’s actions. Our study informs the viewpoint interface design for a MR remote collaboration system in various guiding scenarios.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"132398469","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 11
Creating 3D worlds through storytelling and narration 通过讲故事和叙述创造3D世界
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441028
Cameron Edmond, D. Branchaud, T. Bednarz
While contemporary game engine tools have allowed a lower barrier of entry into creating 3D environments, many rely on engineering, architectural or cartographic approaches. While useful, this usually facilitates very particular methods of 3D space creation. In this paper, we present our tool for creating 3D spaces through the use of narration and storytelling as an interface. Our platform utilizes voice recognition to allow users to narrate a story or event and have elements of the story appear in 3D space as virtual objects in real-time. Through further voice commands or the use of drag-and-drop controls, users can then reconfigure these objects to better suit their story or create new variations of the story. Our platform is designed for immersive systems such as VR HMDs, 3D-enabled cylindrical screens, stereo walls, and non-immersive ones such as desktops and tablets allowing for accessibility and collaboration. A novel contribution of this paper is this method of building worlds through narration. To provide some insight into its capabilities and the reasoning behind design decisions, an account of constructing the story Lessons in Vinyl within the tool during early development is presented.
虽然现代游戏引擎工具能够降低创造3D环境的门槛,但许多工具都依赖于工程、建筑或制图方法。虽然很有用,但这通常有助于非常特殊的3D空间创建方法。在本文中,我们展示了通过使用叙事和讲故事作为界面来创建3D空间的工具。我们的平台利用语音识别让用户叙述一个故事或事件,并让故事的元素以虚拟对象的形式实时出现在3D空间中。通过进一步的语音命令或使用拖放控制,用户可以重新配置这些对象,以更好地适应他们的故事或创建故事的新变体。我们的平台专为沉浸式系统而设计,如VR头戴式显示器、支持3d的圆柱形屏幕、立体声墙,以及非沉浸式系统,如桌面和平板电脑,允许访问和协作。本文的新颖之处在于通过叙述构建世界的方法。为了深入了解其功能和设计决策背后的原因,本文介绍了在早期开发期间在Vinyl工具中构建故事课程的情况。
{"title":"Creating 3D worlds through storytelling and narration","authors":"Cameron Edmond, D. Branchaud, T. Bednarz","doi":"10.1145/3441000.3441028","DOIUrl":"https://doi.org/10.1145/3441000.3441028","url":null,"abstract":"While contemporary game engine tools have allowed a lower barrier of entry into creating 3D environments, many rely on engineering, architectural or cartographic approaches. While useful, this usually facilitates very particular methods of 3D space creation. In this paper, we present our tool for creating 3D spaces through the use of narration and storytelling as an interface. Our platform utilizes voice recognition to allow users to narrate a story or event and have elements of the story appear in 3D space as virtual objects in real-time. Through further voice commands or the use of drag-and-drop controls, users can then reconfigure these objects to better suit their story or create new variations of the story. Our platform is designed for immersive systems such as VR HMDs, 3D-enabled cylindrical screens, stereo walls, and non-immersive ones such as desktops and tablets allowing for accessibility and collaboration. A novel contribution of this paper is this method of building worlds through narration. To provide some insight into its capabilities and the reasoning behind design decisions, an account of constructing the story Lessons in Vinyl within the tool during early development is presented.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"116476333","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Occupational Therapy Meets Design: An Augmented Reality Tool for Assistive Home Modifications 职业治疗满足设计:辅助家庭改造的增强现实工具
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441016
Hiroo Aoyama, L. Aflatoony
Occupational therapists (OTs) support people with physical impairments and disabilities (PwIDs) to maintain their functional independence by suggesting home modifications that incorporate assistive technologies (ATs). Augmented reality (AR) systems can support home-modification processes by superimposing 3D items (e.g., ATs) onto real environments (e.g., in homes). In this paper, we report on evaluating a tablet-based AR application for use by OTs to facilitate envisioning the most appropriate scenarios for AT purchase, installation, and use in PwIDs homes. We conducted in situ user studies with ten OTs to evaluate the AR tool and identified the following advantages of using AR in home-modification processes: (1) providing visual clues (AT fit, size, function, and appearance) in the home, (2) supporting collaborative home-modification decision-making processes, (3) facilitating a holistic home-modification approach, and (4) involving stakeholders throughout the home-modification processes. Also, we discuss the lessons learned regarding the usability, usefulness, and future iterations of the AR home-modification tool.
职业治疗师(OTs)通过建议包括辅助技术(ATs)在内的家庭改造来支持身体缺陷和残疾人士(PwIDs)保持其功能独立性。增强现实(AR)系统可以通过将3D物品(例如,at)叠加到真实环境(例如,在家中)来支持家庭改造过程。在本文中,我们报告了一种基于平板电脑的AR应用程序的评估,以促进在pwid家庭中购买、安装和使用AT的最合适场景的设想。我们对10个家庭进行了现场用户研究,以评估AR工具,并确定了在家庭装修过程中使用AR的以下优势:(1)在家庭中提供视觉线索(AT适合度、大小、功能和外观),(2)支持协作式家庭装修决策过程,(3)促进整体家庭装修方法,(4)在整个家庭装修过程中让利益相关者参与进来。此外,我们还讨论了关于AR家庭修改工具的可用性、有用性和未来迭代的经验教训。
{"title":"Occupational Therapy Meets Design: An Augmented Reality Tool for Assistive Home Modifications","authors":"Hiroo Aoyama, L. Aflatoony","doi":"10.1145/3441000.3441016","DOIUrl":"https://doi.org/10.1145/3441000.3441016","url":null,"abstract":"Occupational therapists (OTs) support people with physical impairments and disabilities (PwIDs) to maintain their functional independence by suggesting home modifications that incorporate assistive technologies (ATs). Augmented reality (AR) systems can support home-modification processes by superimposing 3D items (e.g., ATs) onto real environments (e.g., in homes). In this paper, we report on evaluating a tablet-based AR application for use by OTs to facilitate envisioning the most appropriate scenarios for AT purchase, installation, and use in PwIDs homes. We conducted in situ user studies with ten OTs to evaluate the AR tool and identified the following advantages of using AR in home-modification processes: (1) providing visual clues (AT fit, size, function, and appearance) in the home, (2) supporting collaborative home-modification decision-making processes, (3) facilitating a holistic home-modification approach, and (4) involving stakeholders throughout the home-modification processes. Also, we discuss the lessons learned regarding the usability, usefulness, and future iterations of the AR home-modification tool.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"114201128","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 5
Using Video Games to Regulate Emotions 用电子游戏来调节情绪
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441035
Zhanna Sarsenbayeva, Benjamin Tag, Shue Yan, V. Kostakos, Jorge Gonçalves
In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants’ records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.
在本文中,我们研究了使用电子游戏进行数字情感调节的实践。在为期两周的日记研究中,我们收集了参与者的情绪状态和电子游戏体验记录。我们的研究结果表明,人们使用电子游戏是为了回应现实,与朋友进行社交和交流。我们还表明,电子游戏会导致有意和无意的情感结果,这取决于游戏的不同方面。我们的工作为使用电子游戏进行数字情绪调节和未来研究方向提供了见解。
{"title":"Using Video Games to Regulate Emotions","authors":"Zhanna Sarsenbayeva, Benjamin Tag, Shue Yan, V. Kostakos, Jorge Gonçalves","doi":"10.1145/3441000.3441035","DOIUrl":"https://doi.org/10.1145/3441000.3441035","url":null,"abstract":"In this paper we investigate the practice of using video games for digital emotion regulation. In a two-week diary study we collected participants’ records on their emotional states and video games experience. Our findings show that people use video games to respond to their reality, to socialise and communicate with their friends. We also show that video games lead to intentional and unintentional emotional outcomes depending on different aspects of the game. Our work provides insights on using video games for digital emotion regulation and directions for future research.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122068780","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 10
Development of a framework for UX KPIs in Industry - a case study: ABSTRACT 工业用户体验关键绩效指标框架的开发——一个案例研究:ABSTRACT
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441042
Tina Øvad, Kashmiri Stec, L. B. Larsen, Lucca Julie Nellemann, Jedrzej Czapla
This work addresses the needs companies face when assessing and tracking the UX quality of their products, which is necessary to ensure that the desired level of quality is met, clarify potential areas of improvement, and compare competitor products via benchmarking. We present a framework for UX KPI assessment at Bang & Olufsen, a luxury audio product manufacturer. The framework is inspired by well-known UX scales such as the UEQ and AttrakDiff as well as more business-oriented measures such as NPS and CES scores. The resulting UX KPI framework comprises the test procedures and a scale containing these and ten unique features such as "Enjoyable”, “Exciting”, “Sound experience". The paper presents and discusses the UX KPI framework and the rationales behind it. Results of more than 200 user tests are presented and discussed. Factor analysis has been employed to analyse the assumptions behind the UX KPI and identify where improvements can be made.
这项工作解决了公司在评估和跟踪其产品的用户体验质量时所面临的需求,这对于确保达到期望的质量水平,明确潜在的改进领域,并通过基准比较竞争对手的产品是必要的。我们在奢侈音响产品制造商Bang & Olufsen提出了一个用户体验KPI评估框架。该框架的灵感来自于著名的用户体验量表,如UEQ和AttrakDiff,以及更多面向业务的措施,如NPS和CES分数。由此产生的用户体验关键绩效指标框架包括测试程序和包含这些和十个独特功能的量表,如“令人愉快”、“令人兴奋”、“声音体验”。本文介绍并讨论了用户体验KPI框架及其背后的原理。给出并讨论了200多个用户测试的结果。因子分析用于分析用户体验KPI背后的假设,并确定可以在哪些方面进行改进。
{"title":"Development of a framework for UX KPIs in Industry - a case study: ABSTRACT","authors":"Tina Øvad, Kashmiri Stec, L. B. Larsen, Lucca Julie Nellemann, Jedrzej Czapla","doi":"10.1145/3441000.3441042","DOIUrl":"https://doi.org/10.1145/3441000.3441042","url":null,"abstract":"This work addresses the needs companies face when assessing and tracking the UX quality of their products, which is necessary to ensure that the desired level of quality is met, clarify potential areas of improvement, and compare competitor products via benchmarking. We present a framework for UX KPI assessment at Bang & Olufsen, a luxury audio product manufacturer. The framework is inspired by well-known UX scales such as the UEQ and AttrakDiff as well as more business-oriented measures such as NPS and CES scores. The resulting UX KPI framework comprises the test procedures and a scale containing these and ten unique features such as \"Enjoyable”, “Exciting”, “Sound experience\". The paper presents and discusses the UX KPI framework and the rationales behind it. Results of more than 200 user tests are presented and discussed. Factor analysis has been employed to analyse the assumptions behind the UX KPI and identify where improvements can be made.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"126317563","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 0
Usage and Effect of Eye Tracking in Remote Guidance 眼动追踪技术在远程制导中的应用与效果
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441051
Chun Xiao, Weidong Huang, M. Billinghurst
Eye gaze information is an important and effective input modality for human-human communication. As eye tracker is becoming more affordable for remote collaboration, a systematic literature review about eye-tracking supported collaboration systems on physical works will improve the collaboration and benefit system design in the future. Toward this end, we review publications since year 2000 and categorize the reported prototypes and systems with respect to eye gaze functionality, eye-tracked subjects, physical task types and gaze visualisations, demonstrating an overview of the usage and effect of eye tracking in remote guidance over time. We identify the usage of eye tracking in remote guidance as gaze behavior and intention indicator, fast and effective input modality, physical referential pointer and communication cues for social presence. Finally we analyze and discuss the effect and limitation of eye tracking in remote guidance with respect to different gaze visualisations in a variety of applied scenarios. The technical and social challenges identified will improve collaborations under remote guidance and benefit eye-tracking supported collaboration system design in the future.
眼神注视信息是人与人之间交流的重要而有效的输入方式。随着眼动仪在远程协作中的应用成本越来越低,对眼动仪支持的物理工作协作系统进行系统的文献综述将有助于改进未来的协作和福利系统设计。为此,我们回顾了自2000年以来的出版物,并对报道的原型和系统进行了分类,包括眼睛注视功能、眼动追踪受试者、物理任务类型和凝视可视化,并概述了眼动追踪在远程引导中的使用和效果。我们认为眼动追踪在远程引导中的应用可以作为注视行为和意图指示、快速有效的输入方式、物理参考指针和社交在场的沟通线索。最后,针对不同的注视可视化场景,分析和讨论了眼动追踪在远程制导中的效果和局限性。所确定的技术和社会挑战将改善远程指导下的协作,并有利于未来眼动追踪支持的协作系统设计。
{"title":"Usage and Effect of Eye Tracking in Remote Guidance","authors":"Chun Xiao, Weidong Huang, M. Billinghurst","doi":"10.1145/3441000.3441051","DOIUrl":"https://doi.org/10.1145/3441000.3441051","url":null,"abstract":"Eye gaze information is an important and effective input modality for human-human communication. As eye tracker is becoming more affordable for remote collaboration, a systematic literature review about eye-tracking supported collaboration systems on physical works will improve the collaboration and benefit system design in the future. Toward this end, we review publications since year 2000 and categorize the reported prototypes and systems with respect to eye gaze functionality, eye-tracked subjects, physical task types and gaze visualisations, demonstrating an overview of the usage and effect of eye tracking in remote guidance over time. We identify the usage of eye tracking in remote guidance as gaze behavior and intention indicator, fast and effective input modality, physical referential pointer and communication cues for social presence. Finally we analyze and discuss the effect and limitation of eye tracking in remote guidance with respect to different gaze visualisations in a variety of applied scenarios. The technical and social challenges identified will improve collaborations under remote guidance and benefit eye-tracking supported collaboration system design in the future.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"122792219","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Lumen: A Case Study of Designing for Sustainable Energy Communities through Ambient Feedback Lumen:通过环境反馈设计可持续能源社区的案例研究
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441001
Anders Høgh Hansen, Rikke Hagensby Jensen, Lasse Stausgaard Jensen, Emil Kongsgaard Guldager, Andreas Winkel Sigsgaard, Frederik Moroder, D. Raptis, Laurynas Siksnys, T. Pedersen, M. Skov
Within sustainable HCI research, we see a growing interest to study how designing interactive technology can improve the utilisation of renewable energy resources. In this case study, we explore the concept of energy communities and how technology can be designed to support people to cooperate around transitioning to a more sustainable use of electricity. To do so, we designed the Lumen prototype, which aims to support a small energy community in shifting domestic energy-consuming practices to align with times of high availability of sustainable energy. By creating awareness of current and future sustainable energy availability through an ambient feedback display, the Lumen prototype informs households about the community’s consumption patterns. To obtain insights into how people understand and experience an energy community, we conducted a qualitative field study with three Danish households. Through our study, we found sustainable awareness and incentives materialised in the ambient display were amplified by the dynamics of the community. We conclude by discussing future directions for exploring how to design technology for energy communities.
在可持续的人机交互研究中,我们看到人们对研究如何设计交互技术来提高可再生能源的利用率越来越感兴趣。在这个案例研究中,我们探讨了能源社区的概念,以及如何设计技术来支持人们在过渡到更可持续的电力使用方面进行合作。为此,我们设计了Lumen原型,旨在支持一个小型能源社区改变国内能源消费习惯,以适应可持续能源的高可用性。Lumen原型通过环境反馈显示,让人们意识到当前和未来可持续能源的可用性,从而向家庭通报社区的消费模式。为了深入了解人们如何理解和体验能源社区,我们对三个丹麦家庭进行了定性实地研究。通过我们的研究,我们发现环境展示中的可持续意识和激励被社区的动态放大。最后,我们讨论了探索如何为能源社区设计技术的未来方向。
{"title":"Lumen: A Case Study of Designing for Sustainable Energy Communities through Ambient Feedback","authors":"Anders Høgh Hansen, Rikke Hagensby Jensen, Lasse Stausgaard Jensen, Emil Kongsgaard Guldager, Andreas Winkel Sigsgaard, Frederik Moroder, D. Raptis, Laurynas Siksnys, T. Pedersen, M. Skov","doi":"10.1145/3441000.3441001","DOIUrl":"https://doi.org/10.1145/3441000.3441001","url":null,"abstract":"Within sustainable HCI research, we see a growing interest to study how designing interactive technology can improve the utilisation of renewable energy resources. In this case study, we explore the concept of energy communities and how technology can be designed to support people to cooperate around transitioning to a more sustainable use of electricity. To do so, we designed the Lumen prototype, which aims to support a small energy community in shifting domestic energy-consuming practices to align with times of high availability of sustainable energy. By creating awareness of current and future sustainable energy availability through an ambient feedback display, the Lumen prototype informs households about the community’s consumption patterns. To obtain insights into how people understand and experience an energy community, we conducted a qualitative field study with three Danish households. Through our study, we found sustainable awareness and incentives materialised in the ambient display were amplified by the dynamics of the community. We conclude by discussing future directions for exploring how to design technology for energy communities.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"124096264","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 7
Online Dating Meets Artificial Intelligence: How the Perception of Algorithmically Generated Profile Text Impacts Attractiveness and Trust 在线约会遇到人工智能:算法生成的个人资料文本的感知如何影响吸引力和信任
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441074
Yihan Wu, Ryan M. Kelly
Online dating systems are widely used to meet romantic partners, yet people often struggle to write attractive profiles on these applications. Artificial intelligence (AI) has the potential to help online daters by automatically generating profile content, but little research has explored how the use of AI in online dating could affect users’ perceptions of one another. The present study investigated how the perceived involvement of AI influences ratings of attractiveness and trust in online dating. In a between-subjects experiment, participants (N = 48) were presented with the text of 10 dating profiles and were told that the profiles had been written by humans or with the help of AI. We found that the perceived involvement of AI did not have a significant impact on attractiveness, but that it did lead to a significant reduction in trustworthiness of the profile author. We interpret our findings through the lens of social information processing theory, discussing the tradeoffs associated with designing to reveal or hide the use of AI in online dating.
在线约会系统被广泛用于寻找浪漫的伴侣,然而人们往往很难在这些应用程序上写出有吸引力的个人资料。人工智能(AI)有可能通过自动生成个人资料内容来帮助在线约会者,但很少有研究探讨在在线约会中使用人工智能会如何影响用户对彼此的看法。目前的研究调查了人工智能的感知参与如何影响在线约会的吸引力和信任评级。在一项受试者之间的实验中,参与者(N = 48)看到了10份约会简介的文本,并被告知这些简介是由人类或人工智能帮助撰写的。我们发现,人工智能的感知参与对吸引力没有显著影响,但它确实导致个人资料作者的可信度显著降低。我们通过社会信息处理理论的视角来解释我们的发现,讨论了在设计中揭示或隐藏人工智能在在线约会中的使用的权衡。
{"title":"Online Dating Meets Artificial Intelligence: How the Perception of Algorithmically Generated Profile Text Impacts Attractiveness and Trust","authors":"Yihan Wu, Ryan M. Kelly","doi":"10.1145/3441000.3441074","DOIUrl":"https://doi.org/10.1145/3441000.3441074","url":null,"abstract":"Online dating systems are widely used to meet romantic partners, yet people often struggle to write attractive profiles on these applications. Artificial intelligence (AI) has the potential to help online daters by automatically generating profile content, but little research has explored how the use of AI in online dating could affect users’ perceptions of one another. The present study investigated how the perceived involvement of AI influences ratings of attractiveness and trust in online dating. In a between-subjects experiment, participants (N = 48) were presented with the text of 10 dating profiles and were told that the profiles had been written by humans or with the help of AI. We found that the perceived involvement of AI did not have a significant impact on attractiveness, but that it did lead to a significant reduction in trustworthiness of the profile author. We interpret our findings through the lens of social information processing theory, discussing the tradeoffs associated with designing to reveal or hide the use of AI in online dating.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"127701063","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 2
Challenges facing movement research in the time of Covid-19: Issues in redesigning workshops for remote participation and data collection Covid-19时期运动研究面临的挑战:重新设计远程参与和数据收集研讨会中的问题
Pub Date : 2020-12-02 DOI: 10.1145/3441000.3441055
J. Martin, L. Loke, Kazjon Grace
Research studies exploring movement-based interactions have typically required access to physical space for workshops with multiple participants. As a result of current Covid-19 social distancing requirements, the move from live instruction and investigation to remote workshops poses both creative and technical challenges. This requires a rethink of what, and how, data is collected. This paper considers these issues applied to an early-stage research project in human–object based movement. The project integrates theatre and dance with computer vision tools, to create new, live theatrical experiences. The first case study focuses on human–object movement using improvised theatre methods, before the computer vision component is introduced to the participants. Issues facing remote workshops include restructuring to accommodate improvisation, devised theatre, and creative collaboration. Physical space and safety, camera issues, spatial awareness, impact on improvisational practices, data limitations and quality are also challenges for the project. Input is invited from the HCI community on the issues raised and the feasibility of the proposed methods, as we prepare to run our study.
探索基于动作的互动的研究通常需要有多个参与者的研讨会的物理空间。由于当前Covid-19的社会距离要求,从现场教学和调查转向远程讲习班带来了创造性和技术上的挑战。这需要我们重新思考数据收集的内容和方式。本文将这些问题应用到基于人-物体运动的早期研究项目中。该项目将戏剧和舞蹈与计算机视觉工具相结合,创造新的现场戏剧体验。第一个案例研究的重点是在向参与者介绍计算机视觉组件之前,使用即兴戏剧方法进行人-物体运动。远程工作坊面临的问题包括重组以适应即兴表演、设计戏剧和创造性合作。物理空间和安全、相机问题、空间意识、对即兴实践的影响、数据限制和质量也是该项目面临的挑战。在我们准备开展研究时,邀请HCI社区就提出的问题和拟议方法的可行性提供意见。
{"title":"Challenges facing movement research in the time of Covid-19: Issues in redesigning workshops for remote participation and data collection","authors":"J. Martin, L. Loke, Kazjon Grace","doi":"10.1145/3441000.3441055","DOIUrl":"https://doi.org/10.1145/3441000.3441055","url":null,"abstract":"Research studies exploring movement-based interactions have typically required access to physical space for workshops with multiple participants. As a result of current Covid-19 social distancing requirements, the move from live instruction and investigation to remote workshops poses both creative and technical challenges. This requires a rethink of what, and how, data is collected. This paper considers these issues applied to an early-stage research project in human–object based movement. The project integrates theatre and dance with computer vision tools, to create new, live theatrical experiences. The first case study focuses on human–object movement using improvised theatre methods, before the computer vision component is introduced to the participants. Issues facing remote workshops include restructuring to accommodate improvisation, devised theatre, and creative collaboration. Physical space and safety, camera issues, spatial awareness, impact on improvisational practices, data limitations and quality are also challenges for the project. Input is invited from the HCI community on the issues raised and the feasibility of the proposed methods, as we prepare to run our study.","PeriodicalId":265398,"journal":{"name":"Proceedings of the 32nd Australian Conference on Human-Computer Interaction","volume":null,"pages":null},"PeriodicalIF":0.0,"publicationDate":"2020-12-02","publicationTypes":"Journal Article","fieldsOfStudy":null,"isOpenAccess":false,"openAccessPdf":"","citationCount":null,"resultStr":null,"platform":"Semanticscholar","paperid":"133294620","PeriodicalName":null,"FirstCategoryId":null,"ListUrlMain":null,"RegionNum":0,"RegionCategory":"","ArticlePicture":[],"TitleCN":null,"AbstractTextCN":null,"PMCID":"","EPubDate":null,"PubModel":null,"JCR":null,"JCRName":null,"Score":null,"Total":0}
引用次数: 1
期刊
Proceedings of the 32nd Australian Conference on Human-Computer Interaction
全部 Acc. Chem. Res. ACS Applied Bio Materials ACS Appl. Electron. Mater. ACS Appl. Energy Mater. ACS Appl. Mater. Interfaces ACS Appl. Nano Mater. ACS Appl. Polym. Mater. ACS BIOMATER-SCI ENG ACS Catal. ACS Cent. Sci. ACS Chem. Biol. ACS Chemical Health & Safety ACS Chem. Neurosci. ACS Comb. Sci. ACS Earth Space Chem. ACS Energy Lett. ACS Infect. Dis. ACS Macro Lett. ACS Mater. Lett. ACS Med. Chem. Lett. ACS Nano ACS Omega ACS Photonics ACS Sens. ACS Sustainable Chem. Eng. ACS Synth. Biol. Anal. Chem. BIOCHEMISTRY-US Bioconjugate Chem. BIOMACROMOLECULES Chem. Res. Toxicol. Chem. Rev. Chem. Mater. CRYST GROWTH DES ENERG FUEL Environ. Sci. Technol. Environ. Sci. Technol. Lett. Eur. J. Inorg. Chem. IND ENG CHEM RES Inorg. Chem. J. Agric. Food. Chem. J. Chem. Eng. Data J. Chem. Educ. J. Chem. Inf. Model. J. Chem. Theory Comput. J. Med. Chem. J. Nat. Prod. J PROTEOME RES J. Am. Chem. Soc. LANGMUIR MACROMOLECULES Mol. Pharmaceutics Nano Lett. Org. Lett. ORG PROCESS RES DEV ORGANOMETALLICS J. Org. Chem. J. Phys. Chem. J. Phys. Chem. A J. Phys. Chem. B J. Phys. Chem. C J. Phys. Chem. Lett. Analyst Anal. Methods Biomater. Sci. Catal. Sci. Technol. Chem. Commun. Chem. Soc. Rev. CHEM EDUC RES PRACT CRYSTENGCOMM Dalton Trans. Energy Environ. Sci. ENVIRON SCI-NANO ENVIRON SCI-PROC IMP ENVIRON SCI-WAT RES Faraday Discuss. Food Funct. Green Chem. Inorg. Chem. Front. Integr. Biol. J. Anal. At. Spectrom. J. Mater. Chem. A J. Mater. Chem. B J. Mater. Chem. C Lab Chip Mater. Chem. Front. Mater. Horiz. MEDCHEMCOMM Metallomics Mol. Biosyst. Mol. Syst. Des. Eng. Nanoscale Nanoscale Horiz. Nat. Prod. Rep. New J. Chem. Org. Biomol. Chem. Org. Chem. Front. PHOTOCH PHOTOBIO SCI PCCP Polym. Chem.
×
引用
GB/T 7714-2015
复制
MLA
复制
APA
复制
导出至
BibTeX EndNote RefMan NoteFirst NoteExpress
×
0
微信
客服QQ
Book学术公众号 扫码关注我们
反馈
×
意见反馈
请填写您的意见或建议
请填写您的手机或邮箱
×
提示
您的信息不完整,为了账户安全,请先补充。
现在去补充
×
提示
您因"违规操作"
具体请查看互助需知
我知道了
×
提示
现在去查看 取消
×
提示
确定
Book学术官方微信
Book学术文献互助
Book学术文献互助群
群 号:481959085
Book学术
文献互助 智能选刊 最新文献 互助须知 联系我们:info@booksci.cn
Book学术提供免费学术资源搜索服务,方便国内外学者检索中英文文献。致力于提供最便捷和优质的服务体验。
Copyright © 2023 Book学术 All rights reserved.
ghs 京公网安备 11010802042870号 京ICP备2023020795号-1